220 lines
4.8 KiB
C++
220 lines
4.8 KiB
C++
/**
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* @file llrendertarget.cpp
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* @brief LLRenderTarget implementation
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2007, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlife.com/developers/opensource/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at http://secondlife.com/developers/opensource/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "linden_common.h"
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#include "llrendertarget.h"
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#include "llglimmediate.h"
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BOOL LLRenderTarget::sUseFBO = FALSE;
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LLRenderTarget::LLRenderTarget()
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{
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mResX = mResY = mTex = mFBO = mDepth = 0;
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mUseDepth = FALSE;
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mUsage = GL_TEXTURE_2D;
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}
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LLRenderTarget::~LLRenderTarget()
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{
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release();
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}
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void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, U32 usage, BOOL use_fbo)
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{
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stop_glerror();
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mResX = resx;
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mResY = resy;
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mUsage = usage;
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mUseDepth = depth;
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release();
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glGenTextures(1, (GLuint *) &mTex);
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glBindTexture(mUsage, mTex);
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glTexImage2D(mUsage, 0, color_fmt, mResX, mResY, 0, color_fmt, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(mUsage, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(mUsage, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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if (mUsage != GL_TEXTURE_RECTANGLE_ARB)
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{
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glTexParameteri(mUsage, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(mUsage, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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}
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else
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{
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// ATI doesn't support mirrored repeat for rectangular textures.
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glTexParameteri(mUsage, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(mUsage, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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stop_glerror();
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if (depth)
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{
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stop_glerror();
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allocateDepth();
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stop_glerror();
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}
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if ((sUseFBO && use_fbo) && gGLManager.mHasFramebufferObject)
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{
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glGenFramebuffersEXT(1, (GLuint *) &mFBO);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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if (mDepth)
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, mUsage, mDepth, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, mUsage, mDepth, 0);
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stop_glerror();
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}
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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mUsage, mTex, 0);
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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stop_glerror();
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}
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}
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void LLRenderTarget::allocateDepth()
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{
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glGenTextures(1, (GLuint *) &mDepth);
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glBindTexture(mUsage, mDepth);
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glTexParameteri(mUsage, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(mUsage, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(mUsage, 0, GL_DEPTH24_STENCIL8_EXT, mResX, mResY, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
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}
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void LLRenderTarget::release()
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{
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if (mFBO)
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{
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glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
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mFBO = 0;
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}
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if (mTex)
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{
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glDeleteTextures(1, (GLuint *) &mTex);
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mTex = 0;
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}
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if (mDepth)
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{
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glDeleteTextures(1, (GLuint *) &mDepth);
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mDepth = 0;
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}
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}
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void LLRenderTarget::bindTarget()
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{
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if (mFBO)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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}
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glViewport(0, 0, mResX, mResY);
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}
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void LLRenderTarget::clear()
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{
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U32 mask = GL_COLOR_BUFFER_BIT;
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if (mUseDepth)
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{
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mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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if (mFBO)
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{
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glClear(mask);
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}
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else
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{
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LLGLEnable scissor(GL_SCISSOR_TEST);
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glScissor(0, 0, mResX, mResY);
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glClear(mask);
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}
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}
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void LLRenderTarget::bindTexture()
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{
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glBindTexture(mUsage, mTex);
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}
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void LLRenderTarget::bindDepth()
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{
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glBindTexture(mUsage, mDepth);
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}
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void LLRenderTarget::flush(BOOL fetch_depth)
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{
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gGL.flush();
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if (!mFBO)
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{
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bindTexture();
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glCopyTexSubImage2D(mUsage, 0, 0, 0, 0, 0, mResX, mResY);
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if (fetch_depth)
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{
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if (!mDepth)
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{
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allocateDepth();
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}
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bindDepth();
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glCopyTexImage2D(mUsage, 0, GL_DEPTH24_STENCIL8_EXT, 0, 0, mResX, mResY, 0);
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}
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}
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else
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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}
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BOOL LLRenderTarget::isComplete() const
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{
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return (mTex || mDepth) ? TRUE : FALSE;
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}
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void LLRenderTarget::getViewport(S32* viewport)
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{
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viewport[0] = 0;
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viewport[1] = 0;
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viewport[2] = mResX;
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viewport[3] = mResY;
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}
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